I didn't know that. Need to stop assuming stuff about the module system.
Somebody said:mnf_enable_hot_keys in the game menus.
ScreamingCommie said:So whenever I add new ID's in the ID_Items.py The new entries are deleted, does there need to be an accompanying item in the module_items.py?
Somebody said:Technically they are already effective in that they can penetrate shields.
skills = [
...
("ironflesh","Ironflesh",sf_base_att_str,10,"Each point to this skill increases hit points by +2. (Personal skill)"),
("str_31","Strength, above 30",sf_base_att_str,30,"This is a reserved skill giving you 30 strength."),
("reserved_15","Reserved Skill 15",sf_base_att_str|sf_inactive,10,"This is a reserved skill."),
("reserved_16","Reserved Skill 16",sf_base_att_str|sf_inactive,10,"This is a reserved skill."),
("reserved_17","Reserved Skill 17",sf_base_att_str|sf_inactive,10,"This is a reserved skill."),
("reserved_18","Reserved Skill 18",sf_base_att_str|sf_inactive,10,"This is a reserved skill."),
]
("game_get_skill_modifier_for_troop",
[(store_script_param, ":troop_no", 1),
(store_script_param, ":skill_no", 2),
(assign, ":modifier_value", 0),
(try_begin),
(eq, ":skill_no", "skl_wound_treatment"),
(call_script, "script_get_troop_item_amount", ":troop_no", "itm_book_wound_treatment_reference"),
(gt, reg0, 0),
(val_add, ":modifier_value", 1),
(else_try),
(eq, ":skill_no", "skl_trainer"),
(call_script, "script_get_troop_item_amount", ":troop_no", "itm_book_training_reference"),
(gt, reg0, 0),
(val_add, ":modifier_value", 1),
(else_try),
(eq, ":skill_no", "skl_surgery"),
(call_script, "script_get_troop_item_amount", ":troop_no", "itm_book_surgery_reference"),
(gt, reg0, 0),
(val_add, ":modifier_value", 1),
(else_try),
(eq, ":skill_no", "skl_str_31"),
(store_attribute_level, ":modifier_value", ":troop_no", ca_strength),
(val_div, ":modifier_value", 30),
(try_end),
(set_trigger_result, ":modifier_value"),
]),
(ti_on_agent_spawn, 0, 0, [],
[
(store_trigger_param_1, ":agent_no"),
(agent_get_troop_id, ":troop_no", ":agent_no"),
(store_skill_level, ":skill", "skl_str_31", ":troop_no"),
(val_mul, ":skill", 30),
(store_agent_hit_points, ":hp",":agent_no", 1),
(val_add, ":hp", ":skill"),
(agent_set_max_hit_points, ":agent_no", ":hp", 1),
(agent_set_hit_points, ":agent_no", 100, 0),
]),
(ti_on_agent_hit, 0, 0, [],
[
(store_trigger_param_2, ":agent_no"),
(agent_get_troop_id, ":troop_no", ":agent_no"),
(store_skill_level, ":skill", "skl_str_31", ":troop_no"),
(val_mul, ":skill", 30),
(store_trigger_param_3, ":damage"),
(val_add, ":damage", ":skill"),
(set_trigger_result, ":damage"),
]),
# Consuming food at every 14 hours
(14,
[
(eq, "$g_player_is_captive", 0),
(party_get_num_companion_stacks, ":num_stacks","p_main_party"),
(assign, ":num_men", 0),
(try_for_range, ":i_stack", 0, ":num_stacks"),
(party_stack_get_size, ":stack_size","p_main_party",":i_stack"),
(party_stack_get_troop_id, ":troop_no", "p_main_party",":i_stack"),
(store_skill_level, ":skill", "skl_str_31", ":troop_no"),
(val_mul, ":skill", 30),
(val_add, ":skill", 1),
(val_mul, ":stack_size", ":skill"),
(val_add, ":num_men", ":stack_size"),
(try_end),
(val_div, ":num_men", 3),
(try_begin),
(eq, ":num_men", 0),
(val_add, ":num_men", 1),
(try_end),
...